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--[[
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Nether mod for minetest
Copyright ( C ) 2013 PilzAdam
Permission to use , copy , modify , and / or distribute this software for
any purpose with or without fee is hereby granted , provided that the
above copyright notice and this permission notice appear in all copies .
THE SOFTWARE IS PROVIDED " AS IS " AND THE AUTHOR DISCLAIMS ALL
WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS . IN NO EVENT SHALL THE AUTHOR
BE LIABLE FOR ANY SPECIAL , DIRECT , INDIRECT , OR CONSEQUENTIAL DAMAGES
OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE , DATA OR PROFITS ,
WHETHER IN AN ACTION OF CONTRACT , NEGLIGENCE OR OTHER TORTIOUS ACTION ,
ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
SOFTWARE .
] ] --
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-- Set DEBUG_FLAGS to determine the behavior of nether.debug():
-- 0 = off
-- 1 = print(...)
-- 2 = minetest.chat_send_all(...)
-- 4 = minetest.log("info", ...)
local DEBUG_FLAGS = 0
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local S
if minetest.get_translator ~= nil then
S = minetest.get_translator ( " nether " )
else
-- mock the translator function for MT 0.4
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S = function ( str , ... )
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local args = { ... }
return str : gsub (
" @%d+ " ,
function ( match ) return args [ tonumber ( match : sub ( 2 ) ) ] end
)
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end
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end
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-- Global Nether namespace
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nether = { }
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nether.mapgen = { } -- Shared Nether mapgen namespace, for mapgen files to expose functions and constants
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nether.modname = minetest.get_current_modname ( )
nether.path = minetest.get_modpath ( nether.modname )
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nether.get_translator = S
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-- nether.useBiomes allows other mods to know whether they can register ores etc. in the Nether.
-- See mapgen.lua for an explanation of why minetest.read_schematic is being checked
nether.useBiomes = minetest.get_mapgen_setting ( " mg_name " ) ~= " v6 " and minetest.read_schematic ~= nil
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nether.fogColor = { -- only used if climate_api is installed
netherCaverns = " #1D0504 " , -- Distance-fog colour for classic nether
mantle = " #070916 " , -- Distance-fog colour for the Mantle region
geodes = " #300530 " -- Distance-fog colour for secondary region
}
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-- Settings
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nether.DEPTH_CEILING = - 5000 -- The y location of the Nether's celing
nether.DEPTH_FLOOR = - 11000 -- The y location of the Nether's floor
nether.FASTTRAVEL_FACTOR = 8 -- 10 could be better value for Minetest, since there's no sprint, but ex-Minecraft players will be mathing for 8
nether.PORTAL_BOOK_LOOT_WEIGHTING = 0.9 -- Likelyhood of finding the Book of Portals (guide) in dungeon chests. Set to 0 to disable.
nether.NETHER_REALM_ENABLED = true -- Setting to false disables the Nether and Nether portal
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-- Override default settings with values from the .conf file, if any are present.
nether.FASTTRAVEL_FACTOR = tonumber ( minetest.settings : get ( " nether_fasttravel_factor " ) or nether.FASTTRAVEL_FACTOR )
nether.PORTAL_BOOK_LOOT_WEIGHTING = tonumber ( minetest.settings : get ( " nether_portalBook_loot_weighting " ) or nether.PORTAL_BOOK_LOOT_WEIGHTING )
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nether.NETHER_REALM_ENABLED = minetest.settings : get_bool ( " nether_realm_enabled " , nether.NETHER_REALM_ENABLED )
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nether.DEPTH_CEILING = tonumber ( minetest.settings : get ( " nether_depth_ymax " ) or nether.DEPTH_CEILING )
nether.DEPTH_FLOOR = tonumber ( minetest.settings : get ( " nether_depth_ymin " ) or nether.DEPTH_FLOOR )
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if nether.DEPTH_FLOOR + 1000 > nether.DEPTH_CEILING then
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error ( " The lower limit of the Nether must be set at least 1000 lower than the upper limit, and more than 3000 is recommended. Set settingtypes.txt, or 'All Settings' -> 'Mods' -> 'nether' -> 'Nether depth' " , 0 )
end
nether.DEPTH = nether.DEPTH_CEILING -- Deprecated, use nether.DEPTH_CEILING instead.
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-- DEPTH_FLOOR_LAYERS gives the bottom Y of all locations that wish to be
-- considered part of the Nether.
-- DEPTH_FLOOR_LAYERS Allows mods to insert extra layers below the
-- Nether, by knowing where their layer ceiling should start, and letting
-- the layers be included in effects which only happen in the Nether.
-- If a mod wishes to add a layer below the Nether it should read
-- nether.DEPTH_FLOOR_LAYERS to find the bottom Y of the Nether and any
-- other layers already under the Nether. The mod should leave a small gap
-- between DEPTH_FLOOR_LAYERS and its ceiling (e.g. use DEPTH_FLOOR_LAYERS - 6
-- for its ceiling Y, so there is room to shift edge-case biomes), then set
-- nether.DEPTH_FLOOR_LAYERS to reflect the mod's floor Y value, and call
-- shift_existing_biomes() with DEPTH_FLOOR_LAYERS as the floor_y argument.
nether.DEPTH_FLOOR_LAYERS = nether.DEPTH_FLOOR
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-- A debug-print function that understands vectors etc. and does not
-- evaluate when debugging is turned off.
-- Works like string.format(), treating the message as a format string.
-- nils, tables, and vectors passed as arguments to nether.debug() are
-- converted to strings and can be included inside the message with %s
function nether . debug ( message , ... )
local args = { ... }
local argCount = select ( " # " , ... )
for i = 1 , argCount do
local arg = args [ i ]
if arg == nil then
-- convert nils to strings
args [ i ] = ' <nil> '
elseif type ( arg ) == " table " then
local tableCount = 0
for _ , _ in pairs ( arg ) do tableCount = tableCount + 1 end
if tableCount == 3 and arg.x ~= nil and arg.y ~= nil and arg.z ~= nil then
-- convert vectors to strings
args [ i ] = minetest.pos_to_string ( arg )
else
-- convert tables to strings
-- (calling function can use dump() if a multi-line listing is desired)
args [ i ] = string.gsub ( dump ( arg , " " ) , " \n " , " " )
end
end
end
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local composed_message = " nether: " .. string.format ( message , unpack ( args ) )
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if math.floor ( DEBUG_FLAGS / 1 ) % 2 == 1 then print ( composed_message ) end
if math.floor ( DEBUG_FLAGS / 2 ) % 2 == 1 then minetest.chat_send_all ( composed_message ) end
if math.floor ( DEBUG_FLAGS / 4 ) % 2 == 1 then minetest.log ( " info " , composed_message ) end
end
if DEBUG_FLAGS == 0 then
-- do as little evaluation as possible
nether.debug = function ( ) end
end
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-- Load files
dofile ( nether.path .. " /portal_api.lua " )
dofile ( nether.path .. " /nodes.lua " )
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dofile ( nether.path .. " /tools.lua " )
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dofile ( nether.path .. " /crafts.lua " )
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if nether.NETHER_REALM_ENABLED then
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if nether.useBiomes then
dofile ( nether.path .. " /mapgen.lua " )
else
dofile ( nether.path .. " /mapgen_nobiomes.lua " )
end
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end
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dofile ( nether.path .. " /portal_examples.lua " )
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-- Portals are ignited by right-clicking with a mese crystal fragment
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nether.register_portal_ignition_item (
" default:mese_crystal_fragment " ,
{ name = " nether_portal_ignition_failure " , gain = 0.3 }
)
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if nether.NETHER_REALM_ENABLED then
-- Use the Portal API to add a portal type which goes to the Nether
-- See portal_api.txt for documentation
nether.register_portal ( " nether_portal " , {
shape = nether.PortalShape_Traditional ,
frame_node_name = " default:obsidian " ,
wormhole_node_color = 0 , -- 0 is magenta
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title = S ( " Nether Portal " ) ,
book_of_portals_pagetext = S ( [ [ Construction requires 14 blocks of obsidian , which we found deep underground where water had solidified molten rock . The finished frame is four blocks wide , five blocks high , and stands vertically , like a doorway .
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This opens to a truly hellish place , though for small mercies the air there is still breathable . There is an intriguing dimensional mismatch happening between this realm and ours , as after opening the second portal into it we observed that 10 strides taken in the Nether appear to be an equivalent of @ 1 in the natural world .
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The expedition parties have found no diamonds or gold , and after an experienced search party failed to return from the trail of a missing expedition party , I must conclude this is a dangerous place . ] ] , 10 * nether.FASTTRAVEL_FACTOR ) ,
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is_within_realm = function ( pos ) -- return true if pos is inside the Nether
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return pos.y < nether.DEPTH_CEILING and pos.y > nether.DEPTH_FLOOR
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end ,
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find_realm_anchorPos = function ( surface_anchorPos , player_name )
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-- divide x and z by a factor of 8 to implement Nether fast-travel
local destination_pos = vector.divide ( surface_anchorPos , nether.FASTTRAVEL_FACTOR )
destination_pos.x = math.floor ( 0.5 + destination_pos.x ) -- round to int
destination_pos.z = math.floor ( 0.5 + destination_pos.z ) -- round to int
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destination_pos.y = nether.DEPTH_CEILING - 1 -- temp value so find_nearest_working_portal() returns nether portals
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-- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are in the Nether)
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local existing_portal_location , existing_portal_orientation =
nether.find_nearest_working_portal ( " nether_portal " , destination_pos , 8 , 0 )
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if existing_portal_location ~= nil then
return existing_portal_location , existing_portal_orientation
else
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local start_y = nether.DEPTH_CEILING - math.random ( 500 , 1500 ) -- Search starting altitude
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destination_pos.y = nether.find_nether_ground_y ( destination_pos.x , destination_pos.z , start_y , player_name )
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return destination_pos
end
end ,
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find_surface_anchorPos = function ( realm_anchorPos , player_name )
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-- A portal definition doesn't normally need to provide a find_surface_anchorPos() function,
-- since find_surface_target_y() will be used by default, but Nether portals also scale position
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-- to create fast-travel.
-- Defining a custom function also means we can look for existing nearby portals.
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-- Multiply x and z by a factor of 8 to implement Nether fast-travel
local destination_pos = vector.multiply ( realm_anchorPos , nether.FASTTRAVEL_FACTOR )
destination_pos.x = math.min ( 30900 , math.max ( - 30900 , destination_pos.x ) ) -- clip to world boundary
destination_pos.z = math.min ( 30900 , math.max ( - 30900 , destination_pos.z ) ) -- clip to world boundary
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destination_pos.y = nether.DEPTH_CEILING + 1 -- temp value so find_nearest_working_portal() doesn't return nether portals
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-- a y_factor of 0 makes the search ignore the altitude of the portals (as long as they are outside the Nether)
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local existing_portal_location , existing_portal_orientation =
nether.find_nearest_working_portal ( " nether_portal " , destination_pos , 8 * nether.FASTTRAVEL_FACTOR , 0 )
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if existing_portal_location ~= nil then
return existing_portal_location , existing_portal_orientation
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else
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destination_pos.y = nether.find_surface_target_y ( destination_pos.x , destination_pos.z , " nether_portal " , player_name )
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return destination_pos
end
end ,
on_ignite = function ( portalDef , anchorPos , orientation )
-- make some sparks fly
local p1 , p2 = portalDef.shape : get_p1_and_p2_from_anchorPos ( anchorPos , orientation )
local pos = vector.divide ( vector.add ( p1 , p2 ) , 2 )
local textureName = portalDef.particle_texture
if type ( textureName ) == " table " then textureName = textureName.name end
minetest.add_particlespawner ( {
amount = 110 ,
time = 0.1 ,
minpos = { x = pos.x - 0.5 , y = pos.y - 1.2 , z = pos.z - 0.5 } ,
maxpos = { x = pos.x + 0.5 , y = pos.y + 1.2 , z = pos.z + 0.5 } ,
minvel = { x = - 5 , y = - 1 , z = - 5 } ,
maxvel = { x = 5 , y = 1 , z = 5 } ,
minacc = { x = 0 , y = 0 , z = 0 } ,
maxacc = { x = 0 , y = 0 , z = 0 } ,
minexptime = 0.1 ,
maxexptime = 0.5 ,
minsize = 0.2 * portalDef.particle_texture_scale ,
maxsize = 0.8 * portalDef.particle_texture_scale ,
collisiondetection = false ,
texture = textureName .. " ^[colorize:#F4F:alpha " ,
animation = portalDef.particle_texture_animation ,
glow = 8
} )
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end
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} )
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-- Set appropriate nether distance-fog if climate_api is available
--
-- Delegating to a mod like climate_api means nether won't unexpectedly stomp on the sky of
-- any other mod.
-- Skylayer is another mod which can perform this role, and skylayer support could be added
-- here as well. However skylayer doesn't provide a position-based method of specifying sky
-- colours out-of-the-box, so the nether mod will have to monitor when players enter and
-- leave the nether.
if minetest.get_modpath ( " climate_api " ) and minetest.global_exists ( " climate_api " ) and climate_api.register_weather ~= nil then
climate_api.register_influence (
" nether_biome " ,
function ( pos )
local result = " surface "
if pos.y <= nether.DEPTH_CEILING and pos.y >= nether.DEPTH_FLOOR then
result = " nether "
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-- since mapgen_nobiomes.lua has no regions it doesn't implement get_region(),
-- so only use get_region() if it exists
if nether.mapgen . get_region ~= nil then
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-- the biomes-based mapgen supports 2 extra regions
local regions = nether.mapgen . RegionEnum
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local region = nether.mapgen . get_region ( pos )
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if region == regions.CENTER or region == regions.CENTERSHELL then
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result = " mantle "
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elseif region == regions.NEGATIVE or region == regions.NEGATIVESHELL then
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result = " geode "
end
end
end
return result
end
)
-- using sky type "plain" unfortunately means we don't get smooth fading transitions when
-- the color of the sky changes, but it seems to be the only way to obtain a sky colour
-- which doesn't brighten during the daytime.
local undergroundSky = {
sky_data = {
base_color = nil ,
type = " plain " ,
textures = nil ,
clouds = false ,
} ,
sun_data = {
visible = false ,
sunrise_visible = false
} ,
moon_data = {
visible = false
} ,
star_data = {
visible = false
}
}
local netherSky , mantleSky , geodeSky = table.copy ( undergroundSky ) , table.copy ( undergroundSky ) , table.copy ( undergroundSky )
netherSky.sky_data . base_color = nether.fogColor . netherCaverns
mantleSky.sky_data . base_color = nether.fogColor . mantle
geodeSky.sky_data . base_color = nether.fogColor . geodes
climate_api.register_weather (
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" nether:caverns " ,
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{ nether_biome = " nether " } ,
{ [ " climate_api:skybox " ] = netherSky }
)
climate_api.register_weather (
" nether:mantle " ,
{ nether_biome = " mantle " } ,
{ [ " climate_api:skybox " ] = mantleSky }
)
climate_api.register_weather (
" nether:geode " ,
{ nether_biome = " geode " } ,
{ [ " climate_api:skybox " ] = geodeSky }
)
end
end -- end of "if nether.NETHER_REALM_ENABLED..."
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-- Play bubbling lava sounds if player killed by lava
minetest.register_on_dieplayer (
function ( player , reason )
if reason.node ~= nil and minetest.get_node_group ( reason.node , " lava " ) > 0 or reason.node == " nether:lava_crust " then
minetest.sound_play (
" nether_lava_bubble " ,
-- this sample was encoded at 3x speed to reduce .ogg file size
-- at the expense of higher frequencies, so pitch it down ~3x
{ to_player = player : get_player_name ( ) , pitch = 0.3 , gain = 0.8 }
)
end
end
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)